Views: 23,435,992 |
Home
| Forums
| Uploader
| Wiki
| Object databases
| IRC
Rules/FAQ | Memberlist | Calendar | Stats | Online users | Last posts | Search |
01-22-25 08:39 AM |
Guest: |
0 users reading SM64DS Editor Help Thread - Post your questions here | 1 bot |
Main - General SM64DS hacking - SM64DS Editor Help Thread - Post your questions here | Hide post layouts | New reply |
Celestial |
| ||
Ninji Normal user Level: 33 Posts: 195/234 EXP: 224952 Next: 4227 Since: 03-31-14 Last post: 2946 days ago Last view: 2596 days ago |
What is a good size for a level base to be for importing (preferably in meters)? |
Fiachra |
| ||
Local moderator Level: 65 Posts: 760/1065 EXP: 2310790 Next: 24838 Since: 12-15-12 From: Ireland Last post: 2432 days ago Last view: 381 days ago |
Posted by Celestial What do you mean by "level base"? If you are unsure of the scale to use, the model importer window has a Mario figure that you can move around to judge whether your level scale needs changed. For reference, Bob-Omb Battlefield is 8x8 metres. |
DaKamikaze |
| ||
Newcomer Modr4fun Level: 5 Posts: 1/3 EXP: 309 Next: 220 Since: 05-18-15 Last post: 3535 days ago Last view: 3522 days ago |
Doing some level modeling in blender and I'm making a new face with the same texture as the other face next to it but it looks all funky and stretched when I apply it (as indicated by the highlighted faces and big red arrows). What must I do different? FYI, using Windows 8 OS x64.
|
Fiachra |
| ||
Local moderator Level: 65 Posts: 764/1065 EXP: 2310790 Next: 24838 Since: 12-15-12 From: Ireland Last post: 2432 days ago Last view: 381 days ago |
You need to fix the UV mapping, select all of the faces on that side of the wall and type 'U' (for unwrap) and select either "unwrap" or "smart UV unwrap", you then need to open the UV Mapping window if you haven't already and scale the UV co-ordinates so it fits with the textures on the other wall. If you select the faces on the other wall, their UV mapping will show up and you can use it as a guide.
If the above isn't clear I would suggest watching some tutorial videos on UV mapping in Blender. |
DaKamikaze |
| ||
Newcomer Modr4fun Level: 5 Posts: 2/3 EXP: 309 Next: 220 Since: 05-18-15 Last post: 3535 days ago Last view: 3522 days ago |
I used unwrap. I didn't see "smart UV unwrap" and I got it to line up just fine BUT the texture is abnormally big How do you set it to the opposite of WUMBO? (if you don't get the reference, how do I shrink it?) |
Fiachra |
| ||
Local moderator Level: 65 Posts: 766/1065 EXP: 2310790 Next: 24838 Since: 12-15-12 From: Ireland Last post: 2432 days ago Last view: 381 days ago |
Ensure all coordinates are selected and then you can scale (s), rotate (r) and move (g) them about like you would a normal face. To "shrink" it you'll need to increase the scale. |
DaKamikaze |
| ||
Newcomer Modr4fun Level: 5 Posts: 3/3 EXP: 309 Next: 220 Since: 05-18-15 Last post: 3535 days ago Last view: 3522 days ago |
Thank you! You saved me many hours of pain and suffering
|
Fruit Smasher |
| ||
Member Normal user Level: 43 Posts: 207/415 EXP: 525130 Next: 39916 Since: 07-01-14 Last post: 2641 days ago Last view: 2205 days ago |
i was making a uv map, and the model went all black when i applied it (im using blender).
any ideas? i tried everything. |
Fiachra |
| ||
Local moderator Level: 65 Posts: 769/1065 EXP: 2310790 Next: 24838 Since: 12-15-12 From: Ireland Last post: 2432 days ago Last view: 381 days ago |
Posted by Somebody Else Your post doesn't provide enough information. Can you try describing it in more detail and showing some screenshots? |
Fruit Smasher |
| ||
Member Normal user Level: 43 Posts: 218/415 EXP: 525130 Next: 39916 Since: 07-01-14 Last post: 2641 days ago Last view: 2205 days ago |
Posted by Fiachra (Both models are incomplete.) i added materials, nodes, and everything else. |
TheToxicRyu |
|
GreenThunder1337 |
| ||
Fuzzy Good riddance! Level: 55 Posts: 61/785 EXP: 1310358 Next: 3831 Since: 05-05-15 From: secret Last post: 3182 days ago Last view: 2574 days ago |
How (if you even can) do you replace Mario's and Yoshi's head models on the title screen?
Again, if you even can do this, how would you replace the voice clips? ____________________ NNID: GreenThunder1337 3DS FC: 1521 - 5979 - 1511 |
TheToxicRyu |
| ||
Member Rest in Peace Me > You Level: 36 Posts: 39/285 EXP: 286587 Next: 21523 Since: 05-07-15 From: Australia Last post: 3356 days ago Last view: 3351 days ago |
So this is my model i created and when i import it it comes out as this can someone help me with this and one more thing i want to change king bomb omb into a different enemy and when you kill it it drops king bomb omb's star ____________________ NNID: Mariomon100 3DS Friend Code: 0473-8619-3062 |
Fiachra |
| ||
Local moderator Level: 65 Posts: 771/1065 EXP: 2310790 Next: 24838 Since: 12-15-12 From: Ireland Last post: 2432 days ago Last view: 381 days ago |
GreenThunder1337 and ToadKidGaming: see the tutorial here for replacing animated models in the game.
Posted by GreenThunder1337 You can edit the title screen faces as you would any other model and animation in the game, the files are under the /data/DSMT/ folder and their names begin with "face_demo_". I'm not familiar with modifying DS sounds but you should be able to find a good bit of information on gbatemp.net. Posted by ToadKidGaming Your first issue is how you're exporting the model from SketchUp, if you look underneath that model can you see the remaining textures? It's something related to a setting when exporting about exporting front and back faces but I'm familiar enough with SketchUp to help more. For the Bob-Omb King, see the tutorial linked at the start. |
TheToxicRyu |
| ||
Member Rest in Peace Me > You Level: 36 Posts: 40/285 EXP: 286587 Next: 21523 Since: 05-07-15 From: Australia Last post: 3356 days ago Last view: 3351 days ago |
I'm using sketch up 2015 pro to export and there is no settings that i know of to change how you export it maybe you can help me with that? And i don't want to replace the model for Bob-Omb King i want to change how you get the star from him ____________________ NNID: Mariomon100 3DS Friend Code: 0473-8619-3062 |
Fiachra |
| ||
Local moderator Level: 65 Posts: 772/1065 EXP: 2310790 Next: 24838 Since: 12-15-12 From: Ireland Last post: 2432 days ago Last view: 381 days ago |
Posted by ToadKidGaming You're going to need to do that with assembly hacking. King Bob-Omb spawns a star so somewhere the SpawnActor method 0x02010E2C will get called with actor ID (r0) set to 178 (0xB2, actor ID of object 61). I would place a breakpoint in this method just after defeating King Bob-Omb and if r0 = 0xB2, go to value in r14 and once SpawnActor returns, trace the execution back up to King Bob-Omb's code. You could then disable the method call that causes the Star to appear and add in your own code to spawn an enemy of your choice. You'd then need to modify this enemy's "onDefeat" method to spawn a Star object with appropriate parameters or you could spawn another Boss-type enemy. extern "C"
{ // Spawns an object with specified Actor ID, // Object Bank settings must allows object in current level, // Returns address of the new object unsigned int SpawnActor( short int actor_id, unsigned short int parameter01, int* xyz_positions, short int* xyz_rotations); } |
Hiccup |
| ||
Normal user Level: 58 Posts: 233/815 EXP: 1564396 Next: 13150 Since: 09-06-12 Last post: 1962 days ago Last view: 40 days ago |
General SM64DS Question:
Has anybody found anything unused in the code (not in the other files)? |
Mixlas |
| ||
Cheep-cheep Normal user Level: 31 Posts: 178/192 EXP: 166038 Next: 19325 Since: 05-25-14 From: Germany Last post: 2012 days ago Last view: 915 days ago |
Why are there texture differences between SM64DSe and the game?
Editor: Game: |
Fiachra |
| ||
Local moderator Level: 65 Posts: 778/1065 EXP: 2310790 Next: 24838 Since: 12-15-12 From: Ireland Last post: 2432 days ago Last view: 381 days ago |
There aren't meant to be, I think someone else had this problem a good while ago with SketchUp-exported models but I don't think it was ever resolved. Can you send me a model which has this problem, eg. send me the model shown but with just the polygons that are shown in the second screenshot. |
Mixlas |
| ||
Cheep-cheep Normal user Level: 31 Posts: 179/192 EXP: 166038 Next: 19325 Since: 05-25-14 From: Germany Last post: 2012 days ago Last view: 915 days ago |
Uhm... this is the original unfinished model:
https://www.dropbox.com/s/gf33cipaab3qrkk/ForestMap.zip?dl=0 |
Main - General SM64DS hacking - SM64DS Editor Help Thread - Post your questions here | Hide post layouts | New reply |
Page rendered in 0.028 seconds. (2048KB of memory used) MySQL - queries: 31, rows: 238/238, time: 0.015 seconds. Acmlmboard 2.064 (2018-07-20) © 2005-2008 Acmlm, Xkeeper, blackhole89 et al. |